Gear VR, Oculus Go
Gear VR / Oculus Go is supported in InstantVR version 3.2 and higher.
Gear VR / Oculus Go and the controller are supported in Humanoid Control VR, Plus and Pro packages.
Gear VR / Oculus Go are supported in Unity versions 2017.4 LTS up to Unity 2019.4.
Samsung Gear VR Innovator & Consumer versions and Oculus Go and Quest are supported.
The extension supports Samsung Gear VR and Oculus Go/Quest on Android. Ensure Android is selected as platform in Build Settings.
Pre Unity 2017.2: Virtual Reality Supported needs to be enabled in Edit Menu->Project Settings->Player->Other Settings. Oculus needs to be added to the Virtual Reality SDKs.
Unity 2017.2 and higher: Virtual Reality Supported needs to be enabled in Edit Menu->Project Settings->Player->XR Settings. Oculus needs to be added to the Virtual Reality SDKs.
Oculus needs to be enabled in the Edit Menu->Preferences->Instant VR->Oculus Support.
The script IVR_UnityVR should be added to the character’s GameObject. It is suggested to use one of the MH_VR… prefabs found in the InstantVR/prefabs folder as a starting point.
Oculus needs to be enabled in the Edit Menu->Preferences->Humanoid->Oculus Support.
Disabling Oculus Support ensures that no code related to Gear VR is included in the build.
To enable tracking with Gear VR/Oculus Go for an avatar, Oculus needs to be enabled in the Humanoid Control component.
In Humanoid Control v2.2 and higher, the Device Type can be used to select the specific Oculus device. Selecting Oculus Quest ensures that positional hand tracking is enabled.
First Person Camera needs to be enabled for the Gear VR/Oculus Go. For convenience, this option is also found on the Humanoid Control script.
In the editor, it is possible to use a Oculus Rift to test the use of the Gear VR or Oculus Go.
The Oculus Controller needs to be enabled on the Hand Targets for controller support.
Gear VR / Oculus Go only supports one controller per headset. The controller only supports rotational tracking in combination with a simplified arm model. The tracking quality will therefore be limited.
Oculus Quest supports full positional and rotational tracking and both hands can be tracked.
In the editor, it is possible to use a Oculus Touch to test the use of the controllers.
The Controller models are shown in the scene when Humanoid Control->Settings->Show Real Objects is enabled. These models can be moved in the scene to place the controllers to the right position relative to the hands of the avatar. A reference to these transforms is found in the Tracker Transform field.
The buttons of the Gear VR Controller can be accessed using the Game Controller Input. The buttons are mapped as follows:
|Dpad movements||controller.left.stickHorizontal, .stickVertical|
|Dpad movements||controller.right.stickHorizontal, .stickVertical|